Builds a rotation matrix based on a given pitch, yaw, and roll (Euler angles).
XMMATRIX XM_CALLCONV XMMatrixRotationRollPitchYaw( float Pitch, float Yaw, float Roll );
Angle of rotation around the x-axis, in radians.
Angle of rotation around the y-axis, in radians.
Angle of rotation around the z-axis, in radians.
Returns the rotation matrix.
Angles are measured clockwise when looking along the rotation axis toward the origin. This is a left-handed coordinate system. To use right-handed coordinates, negate all three angles.
The order of transformations is roll first, then pitch, and then yaw. The rotations are all applied in the global coordinate frame.